From f2a2b3fd0c69bec8d51ad99c1c0b7efebb021ef7 Mon Sep 17 00:00:00 2001 From: Gabriel Ravier Date: Tue, 17 Sep 2019 10:25:18 +0200 Subject: [PATCH] Commented some func decls in ArmsItem.h and changed a "32" to "0x20" in the cpp Signed-off-by: Gabriel Ravier --- src/ArmsItem.cpp | 2 +- src/ArmsItem.h | 34 ++++++++++++++++++++++++++++------ 2 files changed, 29 insertions(+), 7 deletions(-) diff --git a/src/ArmsItem.cpp b/src/ArmsItem.cpp index 477dcfc3..d31ee892 100644 --- a/src/ArmsItem.cpp +++ b/src/ArmsItem.cpp @@ -569,6 +569,6 @@ int RotationArmsRev() void ChangeToFirstArms() { gSelectedArms = 0; - gArmsEnergyX = 32; + gArmsEnergyX = 0x20; PlaySoundObject(4, 1); } diff --git a/src/ArmsItem.h b/src/ArmsItem.h index c7a2f453..f45601bb 100644 --- a/src/ArmsItem.h +++ b/src/ArmsItem.h @@ -28,10 +28,13 @@ struct ITEM int code; }; + // Limits for the amount of weapons and items #define ARMS_MAX 8 #define ITEM_MAX 0x20 + +/// X coordinate for the weapons energy extern int gArmsEnergyX; extern int gSelectedArms; @@ -40,40 +43,59 @@ extern int gSelectedItem; extern ARMS gArmsData[ARMS_MAX]; extern ITEM gItemData[ITEM_MAX]; + /// Clear the weapons array, reverting it to the default state (no weapons) void ClearArmsData(); /// Clear the item array, reverting it to the default state (no items) void ClearItemData(); + /// Add code to the weapons, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't already present BOOL AddArmsData(long code, long max_num); -/// Remove code from the weapon array. Fails if code is not found. +/// Remove code from the weapons. Fails if code is not found BOOL SubArmsData(long code); -/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found. +/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found BOOL TradeArms(long code1, long code2, long max_num); + /// Add code to the items. Fails if no space is left BOOL AddItemData(long code); -/// Remove code from the item array. Fails if code is not found. +/// Remove code from the items. Fails if code is not found BOOL SubItemData(long code); + /// Inventory loop. Returns mode. int CampLoop(); -/// Search for a in the items. Returns whether a was found. + +/// Search for a in the items. Returns whether a was found BOOL CheckItem(long a); -/// Search for a in the weapons. Returns whether a was found. +/// Search for a in the weapons. Returns whether a was found BOOL CheckArms(long a); -/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire. + +/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire BOOL UseArmsEnergy(long num); + +/// Add num ammo to the currently selected weapon (capped at the maximum ammunition). Returns true BOOL ChargeArmsEnergy(long num); + +/// Set every weapons ammunition to its maximum ammunition void FullArmsEnergy(); + + +// "Rotation" means "Weapons currently owned by the player (present in the weapons array)" + +/// Change the current weapon to the next one in the rotation. Returns the ID of the newly selected weapon int RotationArms(); + +/// Change the current weapon to the previous one in the rotation. Returns the ID of the newly selected weapon int RotationArmsRev(); + +/// Change the current weapon to be the first one and play the usual rotation animation void ChangeToFirstArms();